Paper/patches/unapplied/server/0128-Cap-Entity-Collisions.patch
2023-09-21 19:18:04 +02:00

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2.2 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Sun, 22 Jan 2017 18:07:56 -0500
Subject: [PATCH] Cap Entity Collisions
Limit a single entity to colliding a max of configurable times per tick.
This will alleviate issues where living entities are hoarded in 1x1 pens
This is not tied to the maxEntityCramming rule. Cramming will still apply
just as it does in Vanilla, but entity pushing logic will be capped.
You can set this to 0 to disable collisions.
diff --git a/src/main/java/net/minecraft/world/entity/Entity.java b/src/main/java/net/minecraft/world/entity/Entity.java
index 069fe5df02806103c9bbef396c2e39ca3be90101..ca46bea3799e1bc962debe742ea75f4d7f4ab771 100644
--- a/src/main/java/net/minecraft/world/entity/Entity.java
+++ b/src/main/java/net/minecraft/world/entity/Entity.java
@@ -387,6 +387,7 @@ public abstract class Entity implements Nameable, EntityAccess, CommandSource {
public void inactiveTick() { }
// Spigot end
// Paper start
+ protected int numCollisions = 0; // Paper
@javax.annotation.Nullable
private org.bukkit.util.Vector origin;
@javax.annotation.Nullable
diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java
index 01b9635e71a55f29e565fc095cc53f102945423d..0470329b43afd4e8c5e033666d1c5f8f0a03fe6a 100644
--- a/src/main/java/net/minecraft/world/entity/LivingEntity.java
+++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java
@@ -3317,8 +3317,11 @@ public abstract class LivingEntity extends Entity implements Attackable {
}
}
- for (j = 0; j < list.size(); ++j) {
+ this.numCollisions = Math.max(0, this.numCollisions - this.level().paperConfig().collisions.maxEntityCollisions); // Paper
+ for (j = 0; j < list.size() && this.numCollisions < this.level().paperConfig().collisions.maxEntityCollisions; ++j) { // Paper
Entity entity = (Entity) list.get(j);
+ entity.numCollisions++; // Paper
+ this.numCollisions++; // Paper
this.doPush(entity);
}